Insurgent Safe Houses (To Heal)

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alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Insurgent Safe Houses (To Heal)

Post by alberto_di_gio »

First of all I know this is kind a suggested before but not for this purposes. (BlackMagikz's suggestion: https://www.realitymod.com/forum/f18-pr ... r-out.html)

So I wanted to create a new thread to see what you guys and DEVs think.


So far "Civilian" problem is still a bleeding wound. I noticed everyday less and less people choosing to be a civilian which is leaving INS. lack of medic and dependent to Weapon Caches. Actually in my latest insurgency rounds I don't remember any civs around!

Using Caches as healing point can seem ok but have several disadvantages though:
  1. There can be only 2-3 weapon caches in the map at a certain time. And if they spawn near to each other this leaves the most of the map out of heal point. In maps like Korengal Valley if you don't have a near cache just suicide better.
  2. Injured INS. running for caches or people staying very close to insure themselves are just pinpointing the the caches for BLUFOR.

So can't we really consider to have those "Safe Houses"? Not for ammo and weapon though for healing only.

Its logic is the same with civilians; civil houses/families ready to help insurgents.
  • They will be houses like weapon caches. Only its purpose will be healing injured INS. who get in stay there until healed.
  • They can be fixed for whole round or just like caches they may change place.
  • They can be destroyable or not. If destroyable they can also provide intel for BLUFOR. (or not) but not cause INS lose tickets!
  • SLs, civilians and taken BLUFOR kits may also recharge their field dressing from there.
Last edited by alberto_di_gio on 2010-01-13 11:31, edited 1 time in total.
MendozaMan
Posts: 43
Joined: 2009-08-15 10:28

Re: Insurgent Safe Houses (To Heal)

Post by MendozaMan »

It's a good idea, but would make civvies redundant for the whole part.
The idea that the BLUFOR gains intel for it, and that the building replaces the 3rd cache from previous versions is very interesting.

That, and only recharging field dressings is not possible I think. You either have all ammo or none.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Insurgent Safe Houses (To Heal)

Post by killonsight95 »

if they are destoryable they should repsanw else where
easy to do make them like a cashe but instead have patches and medic bags around (as in those ones in the red cross area on the city map) and maybe provide like 5 intel for destructiona nd can maybe remove like 2-4 INS tickets but they don't show up on the map for BLUFOR so its only by luck they find it

also make it so it take 2 mins to recharge someone health as you don't want any insurgents in the building just shoot from inside out and be very hard to kill
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ludwag
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Joined: 2009-06-28 21:23

Re: Insurgent Safe Houses (To Heal)

Post by ludwag »

I like the idea, but in public servers like chicago it will make even less people join squads because they will just go to safehouses when they need healing and less organizing is needed. But I wish it was possible for everyone to heal at caches, because as a sl I allways have to stand at the cache dropping and reloading 27611500 field dressings for everyone. But it is okay thou. When I get damaged I always request medic and look at the map to see where the civilians is then I take a car and make them heal me.
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: Insurgent Safe Houses (To Heal)

Post by Bellator »

I think the insurgents should have a death star that shoots healing beams. Would it be a death star then?

No. I don't like the safe house idea that much. Instead, have an insurgent medic, armed with SKS, a medic bag, patches but no epipens. This way, the insurgents could heal those annoying wounds inflicted by stray shots and two meter falls. Yet, the insurgents would have the disadvantage of being unable to revive their compatriots. Instead, they'd have to respawn.

The hook could be given to the cell leader, perhaps, and the collaborator kit should be discarded. The collaborator was a good idea, whoever brainstormed it, but I don't think it really works.
Last edited by Bellator on 2010-01-13 13:18, edited 5 times in total.
Killer-Ape
Posts: 387
Joined: 2007-02-26 16:00

Re: Insurgent Safe Houses (To Heal)

Post by Killer-Ape »

alberto_di_gio wrote: In maps like Korengal Valley if you don't have a near cache just suicide better.
Correction: Korengal is a Taliban map, and the Taliban do get a Medic class and one first-aid patch in every kit. The same as the other conventional forces.

Personally I don't like that only the civilian class has all needed stuff alone ..like the ability to heal and the grappling hook. At least give grappling hooks to more kits to simulate "insurgent city mobility".

And I do like the idea of healing safe houses, be it on caches or as you proposed.
Startrekern
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Re: Insurgent Safe Houses (To Heal)

Post by Startrekern »

I do like the idea of hideouts being able to heal.
ludwag
Posts: 108
Joined: 2009-06-28 21:23

Re: Insurgent Safe Houses (To Heal)

Post by ludwag »

Startrekern wrote:I do like the idea of hideouts being able to heal.
+1
And the cache should be able to heal people aswell, without the help of a cell leader with field dressings
freeway
Posts: 118
Joined: 2009-05-20 02:22

Re: Insurgent Safe Houses (To Heal)

Post by freeway »

allow insurgent build some kind of healing thing next to the hideout ( just like we have the 50 cal next to the FOB 250 meters away ) so they dont have to go back to the cache and hideout will be part of the game since it is importan . and the healing point cant be too far from the hide out could be 100 meters away and only heal 1 at a time . my 2 cens
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Startrekern
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Re: Insurgent Safe Houses (To Heal)

Post by Startrekern »

Could be just a cot with medical supplies around it that acts like a vehicle and heals you when inside. It would immobilize you and show you laying down on it, and you'd be open to getting shot.
nk87
Posts: 129
Joined: 2008-08-11 17:38

Re: Insurgent Safe Houses (To Heal)

Post by nk87 »

Not at all a bad idea. But what if a, lets say, US squad finds this "healing house", and choses not to destroy it, instead just "farm" the people heading there who's black/white and cant see sh!t. It will be an intel fest, but I guess this is already happening with the hideouts. Atleast ive been involved in farming thoose as a sniper team.

I think the hideout idea is solid though. Make them cluster around there. Will give US side some distraction from the caches when tracking insurgents rather than shooting em. But also, as it insurgency is atm., It really takes a good, well organized BLUFOR team to get anywhere near winning. This will up the insurgents even further. Just give em one fking pack of khat (fielddressing) on each kit, and let it be over with it :-)
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Wilkinson
Posts: 1916
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Re: Insurgent Safe Houses (To Heal)

Post by Wilkinson »

nk87 wrote:Not at all a bad idea. But what if a, lets say, US squad finds this "healing house", and choses not to destroy it, instead just "farm" the people heading there who's black/white and cant see sh!t. It will be an intel fest, but I guess this is already happening with the hideouts. Atleast ive been involved in farming thoose as a sniper team.

I think the hideout idea is solid though. Make them cluster around there. Will give US side some distraction from the caches when tracking insurgents rather than shooting em. But also, as it insurgency is atm., It really takes a good, well organized BLUFOR team to get anywhere near winning. This will up the insurgents even further. Just give em one fking pack of khat (fielddressing) on each kit, and let it be over with it :-)
Very very simple. Use the insurgent cache python randomizing coding. Add a static as a crate full of medical supplies and bingo. Keeps finding safe houses dynamic. Also add weapons as another source for extra weaponry

easy and simple I could do it. Lol. Intel points Could be given for revealing and the could be worth 20 tickets? 1 or 2 per game.
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BloodBane611
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Re: Insurgent Safe Houses (To Heal)

Post by BloodBane611 »

I think a significant of playing as an insurgent is the lack of healing, making it possible for everyone on the insurgent team to heal simply by going to a location marked on the map would change the entire experience, and in a way that I don't think is particularly good.
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Insurgent Safe Houses (To Heal)

Post by killonsight95 »

^ well it would obv have to take a long time to heal someone then maybe 2 mins or sometihng to heal fully
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snooggums
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Re: Insurgent Safe Houses (To Heal)

Post by snooggums »

BloodBane611 wrote:I think a significant of playing as an insurgent is the lack of healing, making it possible for everyone on the insurgent team to heal simply by going to a location marked on the map would change the entire experience, and in a way that I don't think is particularly good.
Bleeding out for two minutes because there are no medics is boooooooooooooring.

Even if there are 5 hideouts on the map, it will take time to get to them. Of course this wouldn't be necessary if playing a collaborator wasn't a punishment for going collaborator...
Tim270
PR:BF2 Developer
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Re: Insurgent Safe Houses (To Heal)

Post by Tim270 »

Would this not lead to Insurgents simply camping in these locations instead of actively hunting bluefor/defending caches?

I know if there was a house that could heal me near by I would stay there most of the round and hope something came my way.
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rampo
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Re: Insurgent Safe Houses (To Heal)

Post by rampo »

Would love a simple healing station for Ins
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alberto_di_gio
Posts: 534
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Re: Insurgent Safe Houses (To Heal)

Post by alberto_di_gio »

BloodBane611 wrote:I think a significant of playing as an insurgent is the lack of healing, making it possible for everyone on the insurgent team to heal simply by going to a location marked on the map would change the entire experience, and in a way that I don't think is particularly good.
I don't think in real insurgents are so careless about being wounded. For sure they feel pain and they look for healing. (Being INS. does not always mean that u are suicide fan! it would be very wrong to mix the two things)

I think what effects game experience unnaturally right now is wounded insurgents who are throwing themselves into fire just to be killed and re-spawn. Lately (because of the problematic civilian case) its much more easy and rather efficient than looking for a collaborator or a cache to heal. At least as far as I saw and experienced. :-|

Tim270 wrote:Would this not lead to Insurgents simply camping in these locations instead of actively hunting bluefor/defending caches?
I don't think so if they don't wanna lose the game at least.
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Insurgent Safe Houses (To Heal)

Post by Herbiie »

Tim270 wrote:Would this not lead to Insurgents simply camping in these locations instead of actively hunting bluefor/defending caches?

I know if there was a house that could heal me near by I would stay there most of the round and hope something came my way.
Then the Insurgents will lose - if they don't defend caches or ambush the BluFor then hey aren't meeting their objectives.... Good Job insurgents ;)
Nick_Gunar
Posts: 215
Joined: 2009-10-20 07:54

Re: Insurgent Safe Houses (To Heal)

Post by Nick_Gunar »

A lot of people misunderstand INS: they always direct assault the BLUFOR! What you have to do instead is to survive and I think that's why we don't have any patches. Because of this, we don't have to rush the enemies or just be in front of them all the time.
It forces the insurgents to hide and set ambushes (I have seen too many pkm proning in the middle of the streets lol).
But sometimes it is a pain when you are only hit by a bullet but you still spill your guts and die slowly, know this too well :) .

It is a an idea though but it will change the entire gameplay of INS. Just leave it as it is, setting good traps can be long but are very rewarding and very fun... As for healing, just pray for a us medic to die and pick us his kit $^^$
The best victory is when the opponent surrenders of its own accord before there are any actual hostilities... It is best to win without fighting.
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